DropSpensers: Fixed activation when receiving redstone signal. Now only one item is dropspensed.
Fix for FS #378, http://www.mc-server.org/support/index.php?do=details&task_id=378 git-svn-id: http://mc-server.googlecode.com/svn/trunk@1521 0a769ca7-a7f5-676a-18bf-c427514a06d6
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@@ -65,11 +65,16 @@ public:
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/// Sets the dropspenser to dropspense an item in the next tick
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void Activate(void);
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/// Sets the internal redstone power flag to "on" or "off", depending on the parameter. Calls Activate() if appropriate
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void SetRedstonePower(bool a_IsPowered);
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// tolua_end
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protected:
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bool m_ShouldDropSpense; ///< If true, the dropspenser will dropspense an item in the next tick
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bool m_IsPowered; ///< Set to true when the dropspenser receives redstone power.
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/// Does the actual work on dropspensing an item. Chooses the slot, calls DropSpenseFromSlot() and handles smoke / sound effects
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void DropSpense(void);
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/// Override this function to provide the specific behavior for item dropspensing (drop / shoot / pour / ...)
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